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Taki Guide by JBurke
Version: 1.11 | Updated: 11/19/2002
[ game title ] Soul Calibur 2 Taki FAQ [ revision # ] 1.11 Updated 11/19/02 [ system ] American Arcade [ author ] Jonathan Burke [ e-mail: Jeb91084@optonline.net] [ updates at ] www.gamefaqs.com Unpublished work Copyright 2002 Jonathan Burke. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Jonathan Burke . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid any/all publishers/publications from taking anything from this FAQ without my express written consent. All characters are (c) Namco Inc. 2. Table of Contents- 1. Legal jargon 2. Table of contents 3. Introduction 4. Legend 5. Movelist 6. Invaluable Moves 7. Ok, now how do I win? 8. Juggles 9. Big nono's 10. Thanks 3. Introduction (About the author): Well you're all probably wondering just who I am at the moment. Well, simply put, I'm a taki addict, ever since they took my Seung Mina out. I've been playing arcade games since I could reach the joysticks, and always have been striving to get better. This is also the first time in a long time I've had some free time to write anything. I live about an hour North of New York City's Chinatown, and frequent Chinatown Fair, every few weekends. If anyone has suggestions/comments, feel free to e-mail me at Jeb91084@optonline.net, or i'm on aim as XiaoyuDeath (yes, a tekken player too.) I'm not only writing this to tell people how great of a character Taki really is, but also because Regionals are in a week, and well, quite frankly I need a refresher course as well. Playing people in my own arcade has become monotonous work, and I've been straying away from Taki, just because it's too simple a victory ^_^. Ok, enough with the chit chat, it's time to start this FAQ up. 4. Legend For al of you people who've never seen the conventions for SC, go find the sharpest object within your reach, and hit your head on it. LoL, but seriously, directions are represented by numbers, as they appear on your numpad. 1 is down-back, 2 is down, 3 is down-forward, etc. A, B, K, and G are your buttons. Some of the more complex conventions are: [x] : Hold the button or direction represented by x. * : This move can be delayed before being inputted xY : Also represented by ~ in other legends. This means immediately following the first press. Try to think of it as "rolling" from button to button. x_y : This means either x or y can be inputted, giving the same effect in most cases (exception: roll/jump directions) From now on, I will be referring to possession stance (214) as PO. Wherever you see 214 in the movelist will generally mean that Taki will go into posession after the input. I will also be referring to stalker stance (A+B) as STK, and wind roll stance (B+K) as WRS. 5. Movelist Throws : A+G Front B+G Front A+G or B+G Left A+G or B+G Right A+G or B+G Back 66B+G Front PO A+G or B+G Front Standard Attacks : A A,A A,A*B 6A,A,B A,A*6B 6A,A*6B A6 A,B,B A,B,B,214 or A,B,1B A,B,4B+K A,B,4B+K,A A,B,4B+K,A,214 A,B,K 1A 2A 2A,K 3A 4A 44A 66A 66A,214 66A,A 66A,A,214 66A,B*B B B,214 B*B*B B*B*B,214 B6 B*A,A B*A,A,214 or B,A,1 B,A,K B,A,2_6_8A+B B,A,6K B,K B,K,A B,K,A,214 1B 2B 2B,A 2B,A,214 3B 4B 44B 44[B] 6B 66B 41236B During Soul Charge B2 During Soul Charge B During Soul Charge B2,A During Soul Charge B,A K K,K,K K,K,214 K,K,2K 3K 3K,B+K 3K,2_8B+K 3K,K 3K,K,B+K 3K,K,2_8B+K 3K,K,K 2K 2K,K 4K,K K,A 6K,A 6K,A,214 66K 44K,(K) During Soul Charge 7K During Soul Charge 7K,B A+K 2A+K 4_6A+K 4B+K 4B+K,A 4B+K,A,214 FC A FC B FC K FC A+K FC A+K,K FC 1A+B WS A,A,A WS A,A,214 WS B,B WS B,2_6_8A+B WS K BT A BT B,A BT B,A,214 BT K BT K,6 WR BT B+K BT 2A+K BT FC A BT FC B BT FC B,214 BT FC K Jump A Jump B Jump K,K Jump K,K,214 Jump K,K,K WL A WL B,B WL B,2_6_8A+B WL K,K,K WL K,K,B+K WL K,K,2_8B+K Possession Stance (PO) : (214) PO 6 PO 6,4 PO A PO 2_8A PO 4A PO 4A,214 PO B PO K PO 8K PO 8K,214 PO 8K,A PO 2K PO A+B PO A+K PO A+G or B+G PO 2 or 8- PO Wall Dash A PO Wall Dash B PO Wall Dash K Stalker Stance (STK) : (A+B) 2_8A+B STK A STK B STK K STK K,A WindRoll Stance (WR) : (B+K) B+K,214 WR A WR A,214 WR 2_8A WR 4A WR B,B,B WR B,K,(B) WR K WR 6K,K WR 6K,K,214 WR 6K,K,K WindRoll-Side Stance (WRS) : (2_8+B+K) WRS A WRS 4A WRS K WRS K,A WRS A+B 8-Way-Run Attacks : Number Indicates 8WR Direction 6A 6A,214 6A,A 6A,A,214 6A,B*B 3_6_9B 6K Any direction A+K 3_9A 3_9A,214 PO 3_9A*B,B,B 3_9K 2_8A,A,A 2_8A,A,2_8B+K 2_8A,K 2_8B 2_8bA 2_8K 2_8K,A 1_7A 1_7B,K 1_7B,K,214 PO 1_7K,K 4A 4B 4[B] 4K,(K) Wall Attacks : (A wall jump is performed by inputting 4,4,7 when you back is to a wall) WJ A WJ B,B WJ B,2_6_8B+K WJ K (Many thanks to www.guardimpact.com for their movelist. YOU GUYS OWN!) ---------------------------------------------------------------------------- 6. Invaluable Moves If you skipped down here, shame on you. You should get to know your character before you use her. For the rest of you, I'm proud. You took the time to learn everything Taki has to offer. B,A,(A) - If B,A is just inputted, it is one of the fastest moves taki has. Two quick slashes which are a natural combo on a counter-hit. If the third hit in inputted, Taki will recover crouching, but the recovery time of this move is great. ONLY throw this out when you know you can catch your opponent with a WR+K, or WR+A,A,A (CH), or else you'll be toast. A,B,4+B+K (~G)- One of the best ways Taki can fake someone out. I put the (~G) in there, only because this move is guard cancellable, and quite effective when it is done. Taki takes a horizontal, then a vertical slash and then rears back, making a ball of energy, and smacks the ground while screaming "Evil.. be gone!" This hit is LOW! Many people tend to think that this move is unblockable, and won't guard it. If it does connect, however, it's air juggle time. Your opponnet will be hurled into the air helplessly, leaving him or her wide open for punishment. This move also recovers crouching. While Taki has her energy ball held, this move can be guard cancelled, or it may also be attacked out of (see 4+B+K attacks in her normal attacks section of the movelist.) My personal preference on what to do will be discussed later in the tactics section. 8WR+K,A - Don't we all just love guaranteed moves? When this kick connects cleanly with the opponent, s/he is stunned while falling. Taki then comes out of the flip, and pounces back at her opponent with a slash. Use this often when you get in 8WR fights... It's got great range, priority, and does a lot of damage when it connects. 8WR+A,A,A - The 3rd hit of this move is often never guarded. Taki takes two swings with her dagger, and then crouches. Most people let go of their guards here. She then swings forward again, knocking her opponent down. Again, another "surprise" tactic employed by Taki. 4+B+K - As discussed in the above tactics, this launcher must be used when playing Taki. This move has range not only forward, but it has about a 180 degree span around her. You DO NOT have to be facing your opponent directly for this launcher to connect. Again, how to get this move working well and to your advantage will be discussed in a bit. 4+B- If you happen to get into a parry fight, this is the move for you. Taki delays a stab towards her opponent. If it connects on a CH, it becomes a crumple stun on the opponent. Follow this up with either a 4+B+K, or a 2+K. 66+K- Taki does a chun-li-like helicopter kick on the ground. Since she is upside down, only a rising mid, or low attack will connect to stop her. This move also works in ending a juggle, because she can hit someone with her legs from all 360 degrees. Also use this if your opponent rolls to the side when s/he gets up. It will track toward the opponent slightly, and the last part of the kick will generally hit, causing your opponent to immediately guard when getting up. B+K, 4+A, A+B- Taki will go into her WRS, and slice low at the shins. Now the magic begins. Most people will get a "Deer in the Headlights" feeling when all of a sudden Taki just stands there in PO. Use that time wisely, throw out an unblockable. The nice thing about this one is that Taki half crouches, which leaves her open to only mid and low attacks. ----------------------------------------------------------------------------- 7. OK, I've learned the basics, now what do I actually do to beat people? Taki will take time to master, please keep this in mind. When I play, I try to focus on confusion, more than anything. Remember, Taki can go airborn, roll, and just plain dance circles around anyone. Use this to your advantage at ALL TIMES. When I play, I try and keep these general focuses in mind: 1: Always be moving, and if you're not, make sure you're close on your opponent. If Taki's sitting around, she's a dead duck. She has little reach, and needs to be moving at all times. As I said before, 8WR+K, A is an incredible move, especially when trying to cover ground. Her hopping swipe goes towards the opponent. The only time I endorse few movements is when fighting in close. Taki's running moves were not made for close-quarters-combat. In this situation, stick to poking (I'll discuss that next), and quick launchers (such as 4+B+K). 2: Poke, poke, poke. When you have to get in close, always think speed over power. Taki's got so many useful moves. My personal favorite is her launcher fake (4+B+K ~ G), which will get the opponent to usually duck. This ducking leaves them vulnerable to a 6+K, or any overhead attack (2+A_B, 4+B will also work). Fear tactics are incredibally useful. Always make your opponent react to what you do, and never let them take charge. Remember, a running Taki is a good Taki, only on the offensive. 3: Keep away players can be beaten. They gave her airborn moves for a reason. Use your stalker stance and wind rolls to move around Nightmare or Ivy players that are playing keep-away. There's always a way around or above something. My personal favorite, for fighting off Nightmare players that need room is to either play close fighting (poke, poke, poke), or to take to the air. A+B,B, or A+B,A,K are very useful. If the moves tend to be stationary, use A+B,B, but if they're sidestepping or moving, try and use STK, A, K. This move will come from overhead, though you may sacrifice a little jump distance overall, the range that this move covers from side to side is worth the distance. 4: If all else fails, what to do? Ok, so he's stopped my air attacks, I can get in close for a millisecond, and he's blocking and parrying all my poking. What do I do? Take your time! Relax and think! Whenever I get into this situation, it's usually from my opponent just going on a blitzkrieg offensive. I'll generally go to moves in which I have priority coming out of, such as 2+A (recovers crouching), into a (wr)K. Because the frames needed to guard the 2+A are so many, I will in most every case, connect with the kick, causing a crumple stun (as 99% of the time, they'll be attacking, so I'll get a counter-hit). Follow this up with a 2+K, and then when they go to stand back up, see if you can't take the offensive again. This is more about breaking the rythm of an all-out attack. When you can do that, and go back on the offensive, you control your opponent, and control is, indeed, a good thing. ----------------------------------------------------------------------------- 8. Air Juggly Goodness Taki's got launchers.. USE THEM! From 4+B+K: B,[K], 6, B, B, B Her most damaging combo. If you use the A, B into the launcher, you opponent will end up with half a lifebar. Make sure though that you tap forward, not only to square her to the opponent, but to stay tight onto him/her as well. B, [K], B, 6,6+K Easier version of the previous. Won't do as much damage, but it's pretty much idiot-proof. PO, A, 2+K This just looks plain cool. Your opponent's up in the air, and lil' ole' Taki goes into posession, and then jumps up to meet the opponent. Follow it up with a low kick while they're on the ground. From 8WR+B: B, K, 6,6+B The only difference in the timing with these combos from her 8WR launcher is that the B,K isn't held. Your opponent is not hit high enough into the air for Taki's [K] to work properly. The stab isn't guaranteed if your opponent begins to move around in the air from an un-square hit. B, K, K, 4+B+K If the second kick whiffs, you've got another launching opportunity coming to you. If the kick connects, then some ground damage occurs. Either way you keep the offensive ^_^. -------------------------------------------------------------------------- 9. Big Nono's Common errors that Taki players tend to have: 1. Taki can outspeed everyone. Remember, people have moves that track anything, and sweeping moves as well. Always be cautious when you're moving... You never know when Astaroth's axe or Nightmare's souledge will be sweeping at you. 2. I'm invulnerable when in WRS or STK. It's always nice to see the look on someone's face when Ivy uses her 9+B+K and snatches Taki out of the air. It's also nice to see someone try and roll into swords and attacks. It just won't go through. Don't roll at someone, please! Do it if your opponent's on the ground, but not when he can attack you in broad daylight... 3. This worked for me, maybe I should just stick to doing what I'm winning with. NO, NO, and NO!..... Patternsome players will eventually be cracked, no matter how good their skills are. The true player will change his/her playing style every few rounds. Even the slightest change in patterns (especially high moves becoming low moves) will keep your opponent off-guard. Diversity, not sheer skill alone, wins games. ----------------------------------------------------------------------------- 10. Props I'd like to thank everyone at my local Time Out for being so helpful in making me the player I am. Without people like Sage, Omega, BioHazard, Flambeau, and Reverend, I wouldn't have dropped my newbie Raphael so quickly. A good whipping always kept me humble, and I thank you for delivering them so promptly when I got pompous. Also many props to GuardImpact.com for their movelists and SoulCalibur.com for reminding me about Regionals. Again, any Q's or comments can be submitted to Jeb91084@optonline.net or talk to me on AIM about it. XiaoyuDeath. Thanks for your time and I hope that you can now own your arcade crowd with Taki. Updates to Come: As I find things wrong with this FAQ, or find more things, I will add them in later revisions.